<?xml version="1.0"?>
<rss version="2.0"><channel><title>Assets Latest Topics</title><link>https://torque3d.org/forums/forum/21-assets/</link><description>Assets Latest Topics</description><language>en</language><item><title>Inverse Kinematics: Blender to Torque Animation</title><link>https://torque3d.org/forums/topic/17639-inverse-kinematics-blender-to-torque-animation/</link><description><![CDATA[<p>
	Back in the heady days when I first downloaded TGE and Blender had an impenetrable interface - but hey, it was free and every other 3D modeling app cost a fortune - I had a look at using IKs and never quite got the hang of it. So 18 years later, I had another go, and finally, after much confusion, swearing and bourbon, I have finally managed to export an animation from Blender, import it into Torque, and miraculously have it work.
</p>

<p>
	Now there are a lot more tutorials available in Space Year 2025 than there was back in Ye Olde Year Of Lord Anno Domini 2007. These tutorials always have the weapon pole using it's own armature with a handHigh, handLow, and central root bone. Once the character's hands have been IK'ed and parented to low/high bones, the pole itself is manipulated using the root bone and the hands follow in position.
</p>

<p>
	Unfortunately there was still the minor issue of what looked good in Blender did not translate well to animating in Torque. 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="562" href="https://torque3d.org/uploads/monthly_2025_08/Screenshot2025-08-25215951.jpg.dcd866ec17dbd6b459c46a01c7d11be7.jpg" rel=""><img alt="Screenshot 2025-08-25 215951.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="562" data-ratio="54.20" data-unique="fd0h83luk" style="height: auto;" width="1000" data-src="https://torque3d.org/uploads/monthly_2025_08/Screenshot2025-08-25215951.thumb.jpg.7c851d8a075413a45d8019e91fc787f6.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></a>
</p>

<p>
	Looks good right? Character hands aligned with the 2 big bones on the axe pole armature. Except ... narp ...
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="561" href="https://torque3d.org/uploads/monthly_2025_08/dodgyIKs.jpg.8efe058da9c499188d1370ad1233107d.jpg" rel=""><img alt="dodgyIKs.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="561" data-ratio="54.20" data-unique="sk2pxunxt" style="height: auto;" width="1000" data-src="https://torque3d.org/uploads/monthly_2025_08/dodgyIKs.thumb.jpg.3e42a1866c0e5e884a597050c69762cd.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></a>
</p>

<p>
	Now the problem here is that I had used IKs to attach the hand bones to the axe pole armature's own bones, handHigh and handLow. The axe armature itself is manipulated into place using a centralized root bone. Worked fine in Blender, but the angles were just slightly off in Torque. The selected axe shown in Blender is connected directly to mount0, which is not a connected bone though it is a child of the hand bone. I played around with a few variations, but could never get the translation correct when importing into the engine. I tried attaching the IKs via the mountPoints directly, but with them being non-connected they moved all over the place which looked horrible in Blender, even if the pole stayed in the character's hands.
</p>

<p>
	So, the obvious solution seemed to be to parent the axe pole model MESH to the character armature in Blender, specifically to the hand bone, making sure that the tip of the hand bone was positioned to the center of the mountPoint tail/origin sphere in the Z axis. Whilst Blender likes using tips of bones, Torque likes using the tail/origin (or is it the other way around? <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">). The axe pole armature is now devoid of a mesh, but still needs to brought into play because the left hand needs to attach to the lower hand placement bone. When manipulating the characters right hand bone (with the axe mesh parented to it), the axe pole's armature bone of root must be moved TOGETHER, thus keeping the left hand at the handLow bone position on the pole. See why I always found this complicated?<br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="564" href="https://torque3d.org/uploads/monthly_2025_08/old_hand_mountPoint.jpg.74a69c8734f26c605c4b84c9e16ab381.jpg" rel=""><img alt="old_hand_mountPoint.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="564" data-ratio="54.20" data-unique="3bywhfngt" style="height: auto;" width="1000" data-src="https://torque3d.org/uploads/monthly_2025_08/old_hand_mountPoint.thumb.jpg.2920d7ff803705cca7a7df6b57cccfb0.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></a>
</p>

<p>
	The original armature above, and the new armature below (including IK constraints).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="563" href="https://torque3d.org/uploads/monthly_2025_08/new_hand_mountPoint.jpg.bd92834310ccb4f8155a3a929a38a383.jpg" rel=""><img alt="new_hand_mountPoint.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="563" data-ratio="54.20" data-unique="g9kn8jowk" style="height: auto;" width="1000" data-src="https://torque3d.org/uploads/monthly_2025_08/new_hand_mountPoint.thumb.jpg.d6eba81297170a47c12f7078375f4097.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></a>
</p>

<p>
	Now I was a little reticent about shifting my armature bones around, but because all my previous animations don't use IKs, and the mountPoints are not connected, this change does not affect or distort all my previous animations ... which is nice. This was just a quick test and there is a bit of unsightly twisting in the left upper arm, but all that can be smoothed out by rotating the bone locally through it's own central axis.
</p>

<p>
	Having to keep selecting the pole armature's root bone when moving the character's hand bone is a bit of a kerfuffle, so here is a slightly easier way; take the axe pole armature's root bone, and parent that to the character armature's mount0 using IKs. Then use IK copy location, and copy rotation to keep the axe pole exactly following the character's hand movements. Now you can just hide the axe pole armature in the inspector so you don't have to see it anymore.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2025_08/Screenshot2025-08-28153811.jpg.ab4487e9d72cb20863f0f29638bce6bc.jpg" data-fileid="566" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="566" data-ratio="54.20" data-unique="d4dkourhf" width="1000" alt="Screenshot 2025-08-28 153811.jpg" data-src="https://torque3d.org/uploads/monthly_2025_08/Screenshot2025-08-28153811.thumb.jpg.12f0a85d393086c602db4aee8f5de004.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></a>
</p>

<p>
	So now with the axe pole mounted to the armature and correctly positioned as it would be in-game, only the left/supporting hand bone needs to be IK'ed into position to keep it stable during the animation.
</p>

<p>
	The character's armature's left hand bone IK is set to the axe pole armature's hadnLow bone, where I want the character's left hand to hold, and the left hand bone is set to child of axe pole armature's root bone. When you want to move the axe model, which is now just a mesh attached to the player's right hand, you need to select both the player's hand bone and the axe pole's root bone.
</p>

<p>
	I chose an IK chain of 3 which leaves the shoulder bone alone, and you probably want to stay the hell away from having any of this affect the spine bones or else your character is going to look like a body popping champion (which was a thing in the heyday of Gen-X ... before the Dark Times Of The Great Shadow Fell Upon This Land ...)
</p>

<p>
	After re-exporting the character with the new bone arrangements, and exporting the animation as it's own DAE file (because I haven't got round to converting everything to a more modern FBX yet) - et voila! It's in the engine and working as God and nature intended.
</p>

<p>
	<img alt="IK_leftHandOnly_ingame.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="565" data-ratio="75.00" data-unique="adclgn37s" style="height: auto;" width="640" data-src="https://torque3d.org/uploads/monthly_2025_08/IK_leftHandOnly_ingame.gif.a31b5d31d183755fab0e23802f52ac95.gif" src="https://torque3d.org/applications/core/interface/js/spacer.png">
</p>

<p>
	So yeah, that only took 18 years to get it to work. <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f602.png" class="ipsEmoji" alt="😂">
</p>
]]></description><guid isPermaLink="false">17639</guid><pubDate>Thu, 28 Aug 2025 12:46:23 +0000</pubDate></item><item><title>Updated Shader Library Resource To Dx11</title><link>https://torque3d.org/forums/topic/2567-updated-shader-library-resource-to-dx11/</link><description><![CDATA[<p>
	Remember this?<br><a href="http://www.garagegames.com/community/resources/view/21224" rel="external nofollow">http://www.garagegames.com/community/resources/view/21224</a>
</p>

<p>
	I updated it so it now works in Dx11. Tested in last Release Torque3D 3.1.
</p>

<p>
	Download here from the forum or <a href="https://yorkshirerifles.com/downloads/shaderLibrary_dx11.zip" ipsnoembed="true" rel="external nofollow">https://yorkshirerifles.com/downloads/shaderLibrary_dx11.zip</a>
</p>

<p><a href="https://torque3d.org/uploads/monthly_2022_01/screenshot_006-00000.png.4ea9ff5613add5c143c2ddd6772239cd.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="195" src="https://torque3d.org/applications/core/interface/js/spacer.png" data-src="https://torque3d.org/uploads/monthly_2022_01/screenshot_006-00000.thumb.png.a11da053ca245962c2d9ab1cbd1a2ce2.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="screenshot_006-00000.png"></a></p>
<p><a href="https://torque3d.org/uploads/monthly_2022_01/screenshot_007-00000.png.d028b8ee930b85d7175c59941aa01c79.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="196" src="https://torque3d.org/applications/core/interface/js/spacer.png" data-src="https://torque3d.org/uploads/monthly_2022_01/screenshot_007-00000.thumb.png.52218e5ee09f19f5bab3f40cfc4686a6.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="screenshot_007-00000.png"></a></p>
<p><a href="https://torque3d.org/uploads/monthly_2022_01/screenshot_004-00001.png.102057a3e9ddc5059e2a7115f0602f00.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="197" src="https://torque3d.org/applications/core/interface/js/spacer.png" data-src="https://torque3d.org/uploads/monthly_2022_01/screenshot_004-00001.thumb.png.3ddefacb315f8f666e912dd7f44a1636.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="screenshot_004-00001.png"></a></p>
<p><a href="https://torque3d.org/uploads/monthly_2022_01/screenshot_005-00000.png.df217bc615354ba9634c1bea3319e2e7.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="198" src="https://torque3d.org/applications/core/interface/js/spacer.png" data-src="https://torque3d.org/uploads/monthly_2022_01/screenshot_005-00000.thumb.png.2fa9236c910db8930c559acc02732d0c.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="screenshot_005-00000.png"></a></p><p>
<a class="ipsAttachLink" href="https://torque3d.org/applications/core/interface/file/attachment.php?id=194&amp;key=4d47a5193352ef50ea8879d4876d3d62" data-fileExt='zip' data-fileid='194' data-filekey='4d47a5193352ef50ea8879d4876d3d62'>shaderLibrary_dx11.zip</a></p>]]></description><guid isPermaLink="false">2567</guid><pubDate>Sat, 22 Jan 2022 00:35:50 +0000</pubDate></item><item><title>Download 1000km&#xB2; of NYC under CC-BY 4.0 (aka FREE!)</title><link>https://torque3d.org/forums/topic/6181-download-1000km%C2%B2-of-nyc-under-cc-by-40-aka-free/</link><description><![CDATA[<p>
	Hey folks,
</p>

<p>
	 
</p>

<p>
	It's been a while, but wanted to let you know that my company is releasing all of NYC as free assets, and I'd love to see some folks in the Torque community get mileage out of them.
</p>

<p>
	 
</p>

<p>
	If you're interested, check out our <a href="https://www.geopipe.ai/download" rel="external nofollow">Download Page</a>.
</p>
]]></description><guid isPermaLink="false">6181</guid><pubDate>Mon, 21 Nov 2022 19:40:48 +0000</pubDate></item><item><title>makeHuman To Blender To Torque3D Notes</title><link>https://torque3d.org/forums/topic/1525-makehuman-to-blender-to-torque3d-notes/</link><description><![CDATA[<p>Just a few notes on using makeHuman, getting the model into Blender3D (2.82a) so that you can export it out to Torque3D.<br /></p><p><br /></p><p>makeHuman is very useful for creating a base humanoid mesh and more importantly ---- avoiding the utter horrors of weight painting armpits and shoulders, I can never seem to get a decent deformation in this area so having it automated is a relief.<br /></p><p><br /></p><p>Firstly, export from makeHuman as a Collada file - but even before that - make certain that "smooth" is turned off, or your mesh will export with a subsurf and be &gt;100K tris. With smooth off it's a more manageable 26K tris for the main body with eyes, teeth and tongue meshes being seperate. You may also want to choose an skeleton without all the boens for toes, there are various armatures to select. As my character is female, I chose the "Unity with boobs and butts", which is the default game engine skeleton with additional boobs and butt bones featuring a simplified single toe bone for each foot.<br /></p><p><br /></p><p>Now to import that Collada file into Blender. If you do not choose any option for the import then you will find a lot of very tiny bones, none of them linked together. This means that selection and manipulation becomes almost impossible.<br /></p><p><br /></p><p>Image1: Tiny Bones.<br /></p><p><img alt="BRJrPaX.jpg" data-src="https://i.imgur.com/BRJrPaX.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>To prevent this open up the dropdown menu for options in the import dialogue (the cog symbol top right) and select all the armature options and bind info. Now when it imports the model most (but not all bones) will be large, connected to their neighbours and easy to select and manupulate for animations.<br /></p><p><br /></p><p>Image2: Import Options.<br /></p><p><img alt="cGMMKsW.jpg" data-src="https://i.imgur.com/cGMMKsW.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Image3 Big Bones.<br /></p><p><img alt="YIm6j5R.jpg" data-src="https://i.imgur.com/YIm6j5R.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Now not all bones have resized, and you'll notice things like eyes, eyelids (and boobs and butts) are still tiny, and finger tips occupy the same space as mid-finger bones. The easiest way to resize or move hard to select bones is to select them via the object properties list. Select the armature, choose "edit mode" in the "3D Viewport". From the properties editor, select the bone on the armature before returning to the 3D Viewport and extruding a new bone. One large enough, select teh whole of this bone, and use it as a helper to drag the end (known as the tail) of the original bone out to a new position, thus making the whole of the bone larger - and thus easier for selection and animation. After the original bone has been enlarged and repositioned, you can delete the helper bone which you have just created.<br /></p><p><br /></p><p>Image4: Helper Bones.<br /></p><p><img alt="CtjH0Pd.jpg" data-src="https://i.imgur.com/CtjH0Pd.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Once all your bones are easily viewable and selectable we need to rename some. Torque likes to use the "Bip_01 Bone" system from 3DS Max especially for recoil animations. So rename the spinal bones as such using underscores for spaces or the named bone will not export correctly to Torque from Blender:<br /></p><p>hips - Bip01_Pelvis<br /></p><p>spine - Bip01_Spine<br /></p><p>chest - Bip01_Spine2<br /></p><p>neck - Bip_01_Neck<br /></p><p>head - Bip01_Head<br /></p><p><br /></p><p>Now the main problem with your new base model ... is that it's pointing the wrong way. The easiest solution is to select the armature and rotate it 180 degrees from above. However, if you are sharing animations between models in-game, there may be some rotation issues if the animations were exported from a model with different rotations. Just to be on the safe side, let's make the armature and all meshes stem from rotation 0,0,0.<br /></p><p><br /></p><p>Now you'll notice that the default rotation is x 90, y 0, z 0. We want that to read 0,0,0 - but we need to change it via -90,0,180 to point the correct way for Torque.<br /></p><p><br /></p><p>{EDIT}<br /></p><p>Note; if in makeHuman you export the Collada file with orientation Z up Face -Y, the imported armature will be facing the wrong way but x will be 0 and not 90. So this will save you at least one rotation alteration for the armature and meshes.<br /></p><p><br /></p><p>Make a copy of the armature and any meshes - You can do this by duplicating the collection - and rotate this new armature to face the correct direction. We will use this copy to help realign our working mesh and armature. <br /></p><p><br /></p><p>Back to the working objects. On the armature set the rotations to 0,0,0. Afterwards, unparent the working meshes from the armature (or this will cause animation issues later) using ALT P "clear and keep transformation" (or else you will have a scaling issue), and disable the armature modifier by selecting no object under modifiers-&gt;armature for each mesh object. Now select the armature and go into edit mode, select all bones and move and rotate them until they overlap your copy armature. Do this the same with each of the meshes. <br /></p><p><br /></p><p>Image5: Unrotated Objects and Rotated Helper Objects.<br /></p><p><img alt="iXCdyyd.jpg" data-src="https://i.imgur.com/iXCdyyd.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Image6: Correctly Facing Objects At 0,0,0.<br /></p><p><img alt="a3uNMFw.jpg" data-src="https://i.imgur.com/a3uNMFw.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Make certain that your mesh and armature are central using the blue Z axis line in the 3D viewport. Use the crotch of the mesh for this, and the head (base) of the "hips" bone. Now you will notice that the upper body is not perfectly aligned for either the armature or the body mesh. Now change the armature modifier back to the original armature object for each of the mesh objects. After this you may want to fix the slight kink in the upper body - especially if you are going to use the mirror modifier for creating clothes later, as it will look slightly out the higher up the model you go.<br /></p><p><br /></p><p>Image7: One Degree Spinal Changes - spot the difference!<br /></p><p><img alt="jvcwdWH.jpg" data-src="https://i.imgur.com/jvcwdWH.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Make certain the armature is set to "pose position" and not "rest position". Select the armature and in "Pose Mode", rotate bone Bip01_Spine1 one degree clockwise (facing the front of the model). Now rotate bone Bip01_Spine2 one degree anticlockwise to straighten the shoulders. Back to Object mode and select the meshes and apply the armature modifier for each mesh. This will lock the mesh in that pose and remove the armature link. Back to the armature and in "pose mode" click the pose tab for the drop down and select "Apply Pose As Rest Pose" so that the armature will now default to this position.<br /></p><p><br /></p><p>Image8: Default to the new pose.<br /></p><p><img alt="MWCyUDK.jpg" data-src="https://i.imgur.com/MWCyUDK.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Hurray. Just a few more things.<br /></p><p><br /></p><p>Finally you have all your objects at rotation 0,0,0 and facing the correct way for Torque. You may want to delete the extra meshes like tongue and teeth, incorporate the eyes into the base body mesh. The base body mesh could then also lose some extra polys such as the inside of the mouth and eyes - sewing up the lips so to speak, as not all character player models will need these things.<br /></p><p><br /></p><p>One final thing you may wish to do is to create a T-Pose. Go into armature "pose mode" and move the following bones, remembering that a positive move on one side of the skeleton is a negative number on the other.<br /></p><p><br /></p><p>shoulder(left/right)     z 10 y 0<br /></p><p>upper_arm(left/right) z 35 y 0<br /></p><p>foreArm(left/right)      z 5 y 35<br /></p><p><br /></p><p>Now for each mesh apply the armature modifier to set the pose and unlink it. Finally set the pose as the rest pose, and then readd the armature modifier to each mesh.<br /></p><p><br /></p><p>Image 9: Finished in Blender (with base01-&gt;start01 empty node heirarchy for export)<br /></p><p><img alt="TOj3PyV.jpg" data-src="https://i.imgur.com/TOj3PyV.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>And that should set you up for a perfectly workable character model that can be added to and modified to be a unique player character, exported out the usual way. Infact if you simplify the mesh by sealing the mouth and eyes to the main body mesh the tris count will drop from ~26.7K to ~23.5K. Now simplify the feet to turn the toes into a solid block you can save a further 2K tris immediately, bringing the total to ~21K. Now you can add all the extra Torque necessary nodes like mount0, mount1, catEar_left, catEar_right, etc ...<br /></p><p><br /></p><p>{EDIT}<br /></p><p>Oh and the last thing the armature scale defaults to 0.1 which should be the correct scale for the stock Torque3D player character.<br /></p><p><br /></p><p>Image10: Exported into Torque3D using the classic base01-&gt;start01 empty node heirarchy, and forcing the import scale to 1, as it seems to default to 1000 which is huge!<br /></p><p><img alt="7vTegRz.jpg" data-src="https://i.imgur.com/7vTegRz.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Cat-ears not included ...</p>]]></description><guid isPermaLink="false">1525</guid><pubDate>Sat, 16 May 2020 16:38:25 +0000</pubDate></item><item><title>TSShapeConstructor::neverImport</title><link>https://torque3d.org/forums/topic/1512-tsshapeconstructorneverimport/</link><description><![CDATA[<p>So I modified one of my models and now it is over the 70 node limit and won't import, so I'm trying to use TSShapeConstructor::neverImport to get it to ignore some nodes so it will import but it does not seem to work. I added it to the singleton declaration at the beginning of my model's cs file, but torque still crashes and gives me the "Too many bones are here" error when I try to import the model.<br></p><p> </p><pre class="lang-c ported-from-old-forums">singleton TSShapeConstructor(Player1DAE)
{
   baseShape = "./Player1.dae";
   loadLights = "0";
   neverImport = "IK*";
};</pre><p> </p><p>Is there any reason this shouldn't work?</p>]]></description><guid isPermaLink="false">1512</guid><pubDate>Mon, 13 Apr 2020 02:10:09 +0000</pubDate></item><item><title>Character with Rig and Animations and a crappy tutorial about transfering weights to a MakeHuman mesh</title><link>https://torque3d.org/forums/topic/1383-character-with-rig-and-animations-and-a-crappy-tutorial-about-transfering-weights-to-a-makehuman-mesh/</link><description><![CDATA[<p>This is a rig that is compatible with Gideon that can be used if you pose the model so the arms look like their holding a gun. I found some ancient animations in an old folder that were compatible with Gideon and make it much easier to just drop the character into Torque without posing. They are pretty simplistic animations but could be helpful with AI or NPCs that don't require huge detailed movements. <br /></p><p><br /></p><p>If you happened to end up using this in a project or find it useful, the guy who made them has one model on TurboSquid that is from the same set.<br /></p><p><a href="https://www.turbosquid.com/3d-models/3d-model-character-soldier/292991" rel="external nofollow">https://www.turbosquid.com/3d-models/3d-model-character-soldier/292991</a><br /></p><p><br /></p><p>Crappy Video<br /></p><p>mjVUlGEWPmk <br /></p><p><br /></p><p><br /></p><p>What I tried to do was make an easy way to take a MakeHuman and transfer the weights from the included model to a new one. I am certainly no expert with Blender and most of the times it is luck if I get something to work.<br /></p><p><br /></p><p>You will need MakeHuman and Blender(with mhx2 plugin)<br /></p><p><br /></p><p><a href="http://www.makehumancommunity.org/content/downloads.html" rel="external nofollow">http://www.makehumancommunity.org/content/downloads.html</a><br /></p><p><br /></p><p>Download the .blend file and torqueGameChar folder in this  torqueChar.zip<br /></p><p>Download:  <b><a href="https://drive.google.com/open?id=1Gf2tm7vn2aSLbX1ttCT70I3KSj_hze1J" rel="external nofollow"><strong>https://drive.google.com/open?id=1Gf2tm7vn2aSLbX1ttCT70I3KSj_hze1J</strong></a></b><br /></p><p><br /></p><p><b><strong>1)  Use MakeHuman to create your character. In the Pose/Animate Tab chose Tpose from the Pose Menu to the right.</strong></b><br /></p><p><br /></p><p>  Export as mhx2. I used Feet on Ground and meter as export settings.<br /></p><p><br /></p><p><b><strong>2. Import the .mhx2 file into Blender. There are multiple meshes for hair, clothes, eyebrows etc.. We want to join them </strong></b><br /></p><p><br /></p><p><br /></p><p><img alt="javl12P.jpg" data-src="https://i.imgur.com/javl12P.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>------   Once joined, export it as an .obj file for now. I find it easier to work with.<br /></p><p><br /></p><p>------    Open the included .blend file<br /></p><p><br /></p><p>------    Import the .obj file you just exported, rotate the model 180 degrees and scale to try to fit the model to the .blend model. Take your time and try to match the rig.<br /></p><p><br /></p><p><img alt="RoOv8tD.jpg" data-src="https://i.imgur.com/RoOv8tD.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><b><strong>3.    Getting model ready before we transfer weights.</strong></b><br /></p><p><br /></p><p>----     Clean up the awful names of the textures and remove any duplicate textures, if there are any<br /></p><p><br /></p><p>-----    Now is a good time to remove some polygons by using the decimate modifier and create some LODs.<br /></p><p><br /></p><p>-----    Hide the torque rig (so we don't get confused) by clicking the eyeball to the right of it.<br /></p><p><br /></p><p>-----   Rename the new character to have 300 at the end.<br /></p><p><br /></p><p>-----   Select the model and then click the wrench as seen in the screenshot. Hit Add Modifier and chose Decimate.<br /></p><p><br /></p><p><img alt="FVwcuOg.jpg" data-src="https://i.imgur.com/FVwcuOg.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>-----   Lower the ratio in the decimate window. For this tutorial I chose .3 ratio and got around 10000 faces. This will be the high detail model.<br /></p><p><br /></p><p>-----   Click apply. Copy the model and paste it right back. Name the copy with 100 at the end.  Example: tutChar100.<br /></p><p><br /></p><p>-----   Add a decimate modifier to this model, that we will make very low poly. I went down to 0.1776 and got 2000 faces. Click apply.(See image below)<br /></p><p><br /></p><p><img alt="ef5Q0wh.jpg" data-src="https://i.imgur.com/ef5Q0wh.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><b><strong>4)  Transferring weights</strong></b><br /></p><p><br /></p><p>-----  Make <b><strong>torqueBiped01</strong></b> the parent of both details we just made by dragging them onto it in the inspector. Choose <b><strong>With Empty Groups</strong></b> from the choices.<br /></p><p><br /></p><p><img alt="6bArv2n.jpg" data-src="https://i.imgur.com/6bArv2n.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>----- In the inspector Select torqueGameChar mesh(the weighted source), then use SHIFT-Left Click to select the mesh we want to copy the weights to.<br /></p><p><br /></p><p><img alt="YcUzP4R.jpg" data-src="https://i.imgur.com/YcUzP4R.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>----- With those two meshes still selected, go to Weight Paint. (See image below)<br /></p><p><br /></p><p><img alt="ARkI61A.jpg" data-src="https://i.imgur.com/ARkI61A.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>----  Click T<b><strong>ransfer Weights</strong></b> to the Left. In the Transfer Mesh Window below make sure that Source is <b><strong>By Nam</strong></b>e and Destination is <b><strong>All Layers</strong></b>.(See image below) the Weights will Transfer once these are changed.<br /></p><p><br /></p><p><img alt="v1oCoEs.jpg" data-src="https://imgur.com/v1oCoEs.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>---- Repeat this process for the higher detail mesh, (if you decided to create LOD) Use the original TorqueGameChar weights, don't copy the copy.<br /></p><p><br /></p><p>---- Make sure that the weights are there by clicking any of the bones in the inspector and going to Pose mode and see the mesh bend with the bones.<br /></p><p><br /></p><p>---- Once your sure that the weights are successfully transfered, you can delete torqueGameChar mesh.<br /></p><p><br /></p><p>---- Clean up any Lamps or Camera and go ahead and Export as .DAE and that should do it.<br /></p><p><br /></p><p>----  Once you get the Model in Torque you will need to rotate and move Mount0 in the Shape Editor so that the Character is holding guns correctly.<br /></p><p><br /></p><p>----  In the shape editor, go to Mounting in the Advanced Properties. Choose Node - Mount0, the Shape should be a third person weapon, Type should  be Image.<br /></p><p><br /></p><p>---- Click the icon that looks like a sheet of paper to add the weapon to the model(see below)<br /></p><p><br /></p><p><img alt="408P4zq.jpg" data-src="https://i.imgur.com/408P4zq.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>----  Select the Mount0 node and rotate and move it until gun looks like it is in the models hand. You may need to load a sequence to check it.<br /></p><p><br /></p><p>----  Sequences are in .dsq so when loading them you will need to select that from the drop down in the lower right corner of Open File dialog.<br /></p><p><br /></p><p>----  You will have to go into the Material Editor and turn off Transparency on some of the textures, the skin and clothes. Some textures require transperancy.<br /></p><p><br /></p><p>----  Set up the details in the Shape Editor for LOD<br /></p><p><br /></p><p><img alt="gL3m2lu.jpg" data-src="https://i.imgur.com/gL3m2lu.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>---- I'm sure that there will be other problems. Making this tutorial was very confusing for me.</p>]]></description><guid isPermaLink="false">1383</guid><pubDate>Wed, 08 May 2019 12:27:07 +0000</pubDate></item><item><title>GenericArms and Soldier compatible with stock animations</title><link>https://torque3d.org/forums/topic/1402-genericarms-and-soldier-compatible-with-stock-animations/</link><description><![CDATA[<p>
	Created a new set of arms and a generic soldier character. It is not game ready but the blend files are included. It may be a good starting point for someone. I did this to practice weighting in Blender but I think I am just as bad now as when I started. Heh.
</p>

<p>
	 
</p>

<p>
	I included the already posed MakeHuman "game engine" rig. You can import your mhx2 file into Blender, then open another instance of Blender with the included posed make human character. Then select all the bones in pose mode and copy then paste them into your MakeHuman rig. If anyone is interested I can go into more detail, if not you can just mess around with some new arms and a character.
</p>

<p>
	 
</p>

<p>
	Download Source Files and a folder you can drop in:
</p>

<p>
	<a href="https://drive.google.com/open?id=1qvS0XIBpdpfVBJoVvdR71yxAX32UDaJu" rel="external nofollow">https://drive.google.com/open?id=1qvS0XIBpdpfVBJoVvdR71yxAX32UDaJu</a>
</p>

<p>
	 
</p>

<p>
	Download Single Texture Version: Place these in game/shapes/actors/genericSoldier folder
</p>

<p>
	<a href="https://drive.google.com/open?id=1OWAYsrbDth-YjC5DcUxEwApLrGMW0cye" rel="external nofollow">https://drive.google.com/open?id=1OWAYsrbDth-YjC5DcUxEwApLrGMW0cye</a>
</p>

<p>
	 
</p>

<p>
	Download: Single Texture Blend
</p>

<p>
	<a href="https://drive.google.com/open?id=1l7IZFM1eMmjkZvqFxwFCmEy1s4mDBGcI" rel="external nofollow">https://drive.google.com/open?id=1l7IZFM1eMmjkZvqFxwFCmEy1s4mDBGcI</a>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Crappy Video:
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/xD4lL0vA9ng?feature=oembed" title="Testing some new arms and character in Torque 3D" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	And just an example of a makehuman I copied the pose and transferred my weights over and got this result in a few minutes of fixing some weighting in the legs.
</p>

<p>
	HWiVLCpiK1k
</p>
]]></description><guid isPermaLink="false">1402</guid><pubDate>Sun, 09 Jun 2019 05:46:39 +0000</pubDate></item><item><title>FREE materials from Material Jam</title><link>https://torque3d.org/forums/topic/1227-free-materials-from-material-jam/</link><description><![CDATA[<p><img alt="w_b.png" data-src="https://materialjam.com/src/css/images/w_b.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Dear T3D developers,<br /></p><p><br /></p><p>We welcome you to join <a href="https://materialjam.com" rel="external nofollow">MaterialJam.com</a> - our growing library of digital materials.<br /></p><p>The materials we offer are <b><strong>100% ORIGINAL</strong></b> and <b><strong>FREE</strong></b> for everyone. We provide one free download everyday for any of the materials in our library. For those who need more downloads we have special offers.<br /></p><p>All of our the materials come with <a href="https://materialjam.com/legal#license" rel="external nofollow">Royalty Free License</a> and can be used right away in your projects.<br /></p><p><br /></p><p>Enjoy having one more source of art assets!<br /></p><p><br /></p><p>Sincerely,<br /></p><p><img alt="logo.png" data-src="https://materialjam.com/src/css/images/logo.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><a rel="">https://materialjam.com,</a> a service of Liman3D</p>]]></description><guid isPermaLink="false">1227</guid><pubDate>Mon, 23 Jul 2018 08:44:26 +0000</pubDate></item><item><title>Chamferbox Lucky Pack, once a year chance, 90% OFF limited deals</title><link>https://torque3d.org/forums/topic/1094-chamferbox-lucky-pack-once-a-year-chance-90-off-limited-deals/</link><description><![CDATA[<p>Hello everyone, we are summoning the annual Lucky Pack! XD<br /></p><p><br /></p><p><img alt="TyJmsCH.jpg" data-src="https://i.imgur.com/TyJmsCH.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Lucky Pack contains all of our available assets: <br /></p><p><br /></p><p><img alt="7rAQZpV.jpg" data-src="https://i.imgur.com/7rAQZpV.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Total: $179 but the lucky pack price is $29 only!!!<br /></p><p><br /></p><p>You saved: $150!!! <br /></p><p><br /></p><p>Which means it's likely 2.4 dollars for each of our high quality game-ready model. <br /></p><p><br /></p><p>This pack appears randomly once a year so you don't know when you can expect it. <b><strong>It can only be purchased 10 times</strong></b>, so only 10 persons can buy all of our high quality models with such an incredible price, after that, the pack will vanish. That's why we call it the Lucky Pack. ^^<br /></p><p><br /></p><p>Are you right on time or are you too late? You can try your fortune at:<br /></p><p><br /></p><p><a href="http://chamferbox.com/luckypack.html" rel="external nofollow">http://chamferbox.com/luckypack.html</a><br /></p><p><br /></p><p><br /></p><p>Some closer look:<br /></p><p><br /></p><p><img alt="pXgiM1r.jpg" data-src="https://i.imgur.com/pXgiM1r.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="2tb4LYJ.jpg" data-src="https://i.imgur.com/2tb4LYJ.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="ruID1iL.jpg" data-src="https://i.imgur.com/ruID1iL.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Good luck! :D</p>]]></description><guid isPermaLink="false">1094</guid><pubDate>Fri, 23 Feb 2018 16:41:13 +0000</pubDate></item><item><title>Sci Fi Resource Extractor</title><link>https://torque3d.org/forums/topic/1145-sci-fi-resource-extractor/</link><description><![CDATA[<p>Withdraw the materials you need from the natural environment to gather resources and start building your empire! This Model comes with Low Poly Topology and 4k PBR textures along with a looped animation!<br /></p><p><br /></p><p>Would love to hear your feedback! :D<br /></p><p><br /></p><p>Animation:<br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/37L6NtHN7tM?feature=oembed"></iframe></div></div><br /><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/industrial/tool/sci-fi-resource-extractor" rel="external nofollow">https://www.cgtrader.com/3d-models/industrial/tool/sci-fi-resource-extractor</a><br /></p><p>RendderHub: <a href="https://www.renderhub.com/zb3d/sci-fi-resource-extractor" rel="external nofollow">https://www.renderhub.com/zb3d/sci-fi-resource-extractor</a><br /></p><p><br /></p><p><span>http://i65.tinypic.com/2urroro.png</span><br /></p><p><span>http://i63.tinypic.com/otq7o4.png</span><br /></p><p><span>http://i63.tinypic.com/441vo.png</span><br /></p><p><span>http://i68.tinypic.com/11aaoo6.png</span></p>]]></description><guid isPermaLink="false">1145</guid><pubDate>Tue, 24 Apr 2018 14:53:29 +0000</pubDate></item><item><title>New Rain Texture For Precipitation</title><link>https://torque3d.org/forums/topic/935-new-rain-texture-for-precipitation/</link><description><![CDATA[<p>@Azaezel had posted the wetness shader on irc and I had taken the image which it used for the rain and started messing around with it to try and make a better rain texture for the precipitation object. I found that making it much larger by copying the texture repeatedly on to a 1024 image, giving it some alpha, drastically fading it to ~20% and finally increasing droplet size for the precipitation object made a much better effect than the stock Torque one.<br></p><p><br></p><p>Right-click and save as ...<br></p><p><a href="http://yorkshirerifles.com/downloads/yorks_rain.png" rel="external nofollow">http://yorkshirerifles.com/downloads/yorks_rain.png</a><br></p><p>And stick it in art/environment/precipitation/<br></p><p><br></p><p>The datablock (stick it in art/datablocks/environment) and add splashTexture and a sound profile</p><pre class="lang-c ported-from-old-forums">datablock PrecipitationData(YorksRain)
{
   //soundProfile = "YorksRainSound";
   dropTexture = "art/environment/precipitation/yorks_rain.png";
   //splashTexture = "art/environment/precipitation/yorks_splash";
};</pre><p> </p><p>What your precipitation object wants to look like - note I do not bother with splashes or collisions but hey, you feel free ;)<br></p><p>Setting droplet size to 5 is very important</p><pre class="lang-c ported-from-old-forums">%rain = new Precipitation(theForecast) 
               {
                  numDrops = "2048";
                  boxWidth = "100";
                  boxHeight = "50";
                  dropSize = "5.0";
                  splashSize = "0.5";
                  splashMS = "100";
                  animateSplashes = "0";
                  dropAnimateMS = "0";
                  fadeDist = "10";
                  fadeDistEnd = "100";
                  useTrueBillboards = "0";
                  useLighting = "0";
                  glowIntensity = "0 0 0 0";
                  reflect = "0";
                  rotateWithCamVel = "1";
                  doCollision = "0";
                  hitPlayers = "0";
                  hitVehicles = "0";
                  followCam = "1";
                  useWind = "1";
                  minSpeed = "1.5";
                  maxSpeed = "3";
                  minMass = "20";
                  maxMass = "20";
                  useTurbulence = "1";
                  maxTurbulence = "0.1";
                  turbulenceSpeed = "0.2";
                  dataBlock = "YorksRain";
                  position = "0 0 0";
                  rotation = "1 0 0 0";
                  scale = "1 1 1";
                  hidden = "1";
                  canSave = "1";
                  canSaveDynamicFields = "1";
               };
               MissionGroup.add(%rain);</pre><p> </p><p>And it should look like this.0-10 seconds old rain, 11-20 seconds new fangled rain!  8-) <br></p><p><br></p><p>rmO4EcM4B-I </p>]]></description><guid isPermaLink="false">935</guid><pubDate>Fri, 05 May 2017 18:52:09 +0000</pubDate></item><item><title>Free statue, Undead dragon, scorpion monster all 50% off Coupons for Torque users</title><link>https://torque3d.org/forums/topic/1048-free-statue-undead-dragon-scorpion-monster-all-50-off-coupons-for-torque-users/</link><description><![CDATA[<p>Hi guys :D,<br /></p><p><br /></p><p>I have a free greek statue asset for you (3 LODs LOD0 12066, LOD1 6444, LOD2 3368) XD<br /></p><p><br /></p><p><img alt="Fov1BIL.jpg" data-src="https://i.imgur.com/Fov1BIL.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>Get it at:<br /></p><p><a href="http://chamferbox.com/index.html" rel="external nofollow">http://chamferbox.com/index.html</a><br /></p><p><br /></p><p>Also check our new dragon, zombie dragon and scorpion monster out:<br /></p><p><br /></p><p><img alt="0HYsjwI.jpg" data-src="https://i.imgur.com/0HYsjwI.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="RNScX76.jpg" data-src="https://i.imgur.com/RNScX76.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="9u6Ptvg.jpg" data-src="https://i.imgur.com/9u6Ptvg.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><br /></p><p>We're running the Grand Opening Sale, it's 30% off for all items, but for Torque users, please use this coupon code:<br /></p><p><br /></p><p>GRANDOPEN<br /></p><p><br /></p><p>to get 50% off prices (valid in 3 days only) XD What are you waiting for, go to<br /></p><p><br /></p><p><a href="http://chamferbox.com" rel="external nofollow">http://chamferbox.com</a><br /></p><p><br /></p><p>and get those models now! :D</p>]]></description><guid isPermaLink="false">1048</guid><pubDate>Fri, 22 Dec 2017 14:17:35 +0000</pubDate></item><item><title>Sci Fi Plasma Cannon!</title><link>https://torque3d.org/forums/topic/1021-sci-fi-plasma-cannon/</link><description><![CDATA[<p>The Plasma Cannon, is a heavy weapon that delivers lethal blasts of superheated matter at the target. Using hydrogen fuel suspended in a cryogenic state, it feeds the fuel into the miniature fusion core energising into plasma and then launched by powerful electromagnetic containment field. The ultimate tank busting system!<br /></p><p><br /></p><p>Would love to hear your feedback! :D<br /></p><p><br /></p><p>Animation: 
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/cZNEDiFnq-Y?feature=oembed"></iframe></div></div><br /><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/military/gun/sci-fi-plasma-cannon" rel="external nofollow">https://www.cgtrader.com/3d-models/military/gun/sci-fi-plasma-cannon</a><br /></p><p>Turbosquid: <a href="https://www.turbosquid.com/3d-models/plasma-cannon-model-1203101" rel="external nofollow">https://www.turbosquid.com/3d-models/plasma-cannon-model-1203101</a><br /></p><p><br /></p><p><span>http://i66.tinypic.com/69kjv6.png</span><br /></p><p><span>http://i64.tinypic.com/20j0qah.png</span><br /></p><p><span>http://i65.tinypic.com/1pikqf.png</span><br /></p><p><span>http://i63.tinypic.com/rwidxx.png</span></p>]]></description><guid isPermaLink="false">1021</guid><pubDate>Tue, 19 Sep 2017 19:02:45 +0000</pubDate></item><item><title>Sci Fi Flak Cannon</title><link>https://torque3d.org/forums/topic/1020-sci-fi-flak-cannon/</link><description><![CDATA[<p>Incoming air raids need the appropriate defence force! The Flak Cannon fires Medium A56 rounds <br /></p><p>with incendiary tips which explode on impact giving a huge boost to arm or penetration!<br /></p><p><br /></p><p>Would love to hear your feedback! :D<br /></p><p><br /></p><p>Animation: 
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/nmNU6vk29iU?feature=oembed"></iframe></div></div><br /><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/military/gun/sci-fi-flak-cannon" rel="external nofollow">https://www.cgtrader.com/3d-models/military/gun/sci-fi-flak-cannon</a><br /></p><p>Turbosquid: <a href="https://www.turbosquid.com/3d-models/3d-air-flak-cannon-1200574" rel="external nofollow">https://www.turbosquid.com/3d-models/3d-air-flak-cannon-1200574</a><br /></p><p><br /></p><p><span>http://i64.tinypic.com/xc9ez6.png</span><br /></p><p><span>http://i66.tinypic.com/2cgbjh0.png</span><br /></p><p><span>http://i68.tinypic.com/2ynjjo9.png</span><br /></p><p><span>http://i63.tinypic.com/1r278i.png</span></p>]]></description><guid isPermaLink="false">1020</guid><pubDate>Tue, 12 Sep 2017 09:57:13 +0000</pubDate></item><item><title>Pacific assets remastered</title><link>https://torque3d.org/forums/topic/979-pacific-assets-remastered/</link><description><![CDATA[<p>I started to convert and improve upon the art assets from the Pacific demo:<br /></p><p><br /></p><p><a href="https://github.com/Duion/Pacific-remastered" rel="external nofollow">https://github.com/Duion/Pacific-remastered</a><br /></p><p><br /></p><p>This is just to provide the source files for the assets used in Uebergame, but maybe someone else wants to use them, they are converted and brought up to date to work better with the current version of Torque3D. Game ready implementation is in my Uebergame repository.<br /></p><p>Terrain textures got remastered and macro maps and new base maps have been added for some layers, they are also tested ingame.<br /></p><p>For some shapes I made completely new models and variations, for example the small tree with 2 trunks I converted into 3 models with 1 trunk, this allows more variation.<br /></p><p><br /></p><p>More will follow when I need it and got the time to convert it.</p>]]></description><guid isPermaLink="false">979</guid><pubDate>Thu, 13 Jul 2017 10:40:27 +0000</pubDate></item><item><title>Sci Fi Shield Generator</title><link>https://torque3d.org/forums/topic/969-sci-fi-shield-generator/</link><description><![CDATA[<p>Fire Power isn't everything, activate the shield generator to defend yourself from incoming bombardment, protecting your crucial structures!<br /></p><p><br /></p><p>Would love to hear your feedback! :D<br /></p><p><br /></p><p>Animation: 
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/KpqFVYXAFl0?feature=oembed"></iframe></div></div><br /><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/military/armor/sci-fi-shield-generator" rel="external nofollow">https://www.cgtrader.com/3d-models/military/armor/sci-fi-shield-generator</a><br /></p><p>Turbosquid: <a href="https://www.turbosquid.com/3d-models/shield-generator-model-1173801" rel="external nofollow">https://www.turbosquid.com/3d-models/shield-generator-model-1173801</a><br /></p><p><br /></p><p><img alt="01.png" data-src="https://preview.ibb.co/gbKzKa/01.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="02.png" data-src="https://preview.ibb.co/jD8Fsv/02.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="03.png" data-src="https://preview.ibb.co/cYqBXv/03.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="04.png" data-src="https://preview.ibb.co/nCKiea/04.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="05.png" data-src="https://preview.ibb.co/hqnrXv/05.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">969</guid><pubDate>Sun, 02 Jul 2017 15:05:11 +0000</pubDate></item><item><title>Sci Fi Rail Gun</title><link>https://torque3d.org/forums/topic/964-sci-fi-rail-gun/</link><description><![CDATA[<p>Sometimes defences require some more aggressive weaponry. The rail gun fires an enormous, energised bullet travelling so fast that it melts your targets as it smashes through them. Their fear inducing damage more than makes up for their slower fire rate!<br /></p><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/military/gun/rail-gun-tower" rel="external nofollow">https://www.cgtrader.com/3d-models/military/gun/rail-gun-tower</a><br /></p><p>Turbosquid: <a href="https://www.turbosquid.com/3d-models/defences-rail-gun-3d-model-1171200" rel="external nofollow">https://www.turbosquid.com/3d-models/defences-rail-gun-3d-model-1171200</a><br /></p><p><br /></p><p>Animation: 
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/uuW1XN3rdRg?feature=oembed"></iframe></div></div><br /><p><br /></p><p><a href="http://ibb.co/fgVJ7k" rel="external nofollow"><span>http://preview.ibb.co/d1Cn05/1.png</span></a><br /></p><p><a href="http://ibb.co/iJKZf5" rel="external nofollow"><span>http://preview.ibb.co/duF705/2.png</span></a><br /></p><p><a href="http://ibb.co/dnJS05" rel="external nofollow"><span>http://preview.ibb.co/kNYGtQ/3.png</span></a><br /></p><p><a href="http://ibb.co/jrpd7k" rel="external nofollow"><span>http://preview.ibb.co/dZS9DQ/4.png</span></a><br /></p><p><a href="http://ibb.co/iEYhYQ" rel="external nofollow"><span>http://preview.ibb.co/cwSWSk/5.png</span></a></p>]]></description><guid isPermaLink="false">964</guid><pubDate>Tue, 27 Jun 2017 18:19:42 +0000</pubDate></item><item><title><![CDATA[Blender3D,Torque3D &amp; Linux Tutorial by Chad]]></title><link>https://torque3d.org/forums/topic/967-blender3dtorque3d-amp-linux-tutorial-by-chad/</link><description><![CDATA[<p><b><strong>Game Development In Linux - Blender &amp; Torque </strong></b></p><p></p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="967" data-ipsquote-contentclass="forums_Topic"><div>In this video series we work on creating our first slime creature in Blender &amp; Torque inside Linux. Creator of Gods and Nemesis walks us through creating our first monster using Blender and Torque.</div></blockquote> <br /><p><br /></p><p>by @Chadwee :)<br /></p><p><br /></p><p><u><b><span style="text-decoration:underline;"><strong>Tools:</strong></span></b></u><br /></p><p>- Torque3D<br /></p><p>- Blender3D<br /></p><p>- Gimp<br /></p><p><br /></p><p><b><strong>OS:</strong></b><br /></p><p>- Manjaro Linux<br /></p><p>- Ubuntu<br /></p><p>- Linux Mint<br /></p><p><br /></p><p><b><strong>Playlist</strong></b><br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/videoseries?list=PLzzTRwQrX7ahKCG8JQ_sBQoi45X_qqhxR"></iframe></div></div><br /><p><br /></p><p><b><strong>30 Days of Linux Challenge: Game Development &amp; Special Guest</strong></b><br /></p><p>jn5T8MBWSkk <br /></p><p><br /></p><p><b><strong>Blender &amp; Torque Game Development In Linux: Part 1 Slime Monster </strong></b><br /></p><p>HslcDcprSvU <br /></p><p><br /></p><p><b><strong>Blender &amp; Torque Game Development In Linux: Part 2 Slime Monster</strong></b><br /></p><p>iDtHQ6jfMrw <br /></p><p><br /></p><p><b><strong>Blender &amp; Torque Game Development In Linux: Part 3 Slime Monster</strong></b><br /></p><p>V9yB81KAkM4 <br /></p><p><br /></p><p><b><strong>Blender &amp; Torque Game Development In Linux: Part 4 Intro to Animation</strong></b><br /></p><p>WoJNuBDhABc <br /></p><p><br /></p><p><br /></p><p>John</p>]]></description><guid isPermaLink="false">967</guid><pubDate>Fri, 30 Jun 2017 15:15:04 +0000</pubDate></item><item><title>Sci Fi Missile Tower</title><link>https://torque3d.org/forums/topic/960-sci-fi-missile-tower/</link><description><![CDATA[<p>My latest release is a fully rigged and animated Missile Defence tower! Slaughter the incoming hordes with a higher class of defence system!<br /></p><p><br /></p><p>CGTrader: <a href="https://www.cgtrader.com/3d-models/military/rocketry/missile-tower" rel="external nofollow">https://www.cgtrader.com/3d-models/military/rocketry/missile-tower</a><br /></p><p>TurboSquid: <a href="https://www.turbosquid.com/3d-models/3d-sci-fi-missile-tower-model-1168655" rel="external nofollow">https://www.turbosquid.com/3d-models/3d-sci-fi-missile-tower-model-1168655</a><br /></p><p><br /></p><p><a href="https://ibb.co/caUjA5" rel="external nofollow"><img alt="Missile_Tower.png" data-src="https://preview.ibb.co/kCSFHk/Missile_Tower.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a><br /></p><p><a href="https://ibb.co/kb7hxk" rel="external nofollow"><img alt="Missile_Tower2.png" data-src="https://preview.ibb.co/eC2FHk/Missile_Tower2.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a><br /></p><p><a href="https://ibb.co/dGst3Q" rel="external nofollow"><img alt="Missile_Tower3.png" data-src="https://preview.ibb.co/foSROQ/Missile_Tower3.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a><br /></p><p><a href="https://ibb.co/f9N4A5" rel="external nofollow"><img alt="Missile_Tower4.png" data-src="https://preview.ibb.co/hhycV5/Missile_Tower4.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a></p>]]></description><guid isPermaLink="false">960</guid><pubDate>Fri, 23 Jun 2017 13:17:11 +0000</pubDate></item><item><title>A few modules for the new template</title><link>https://torque3d.org/forums/topic/903-a-few-modules-for-the-new-template/</link><description><![CDATA[<p>To kick things off a bit, got 2 modules for fun-and-learning use for the new template, now that it's been merged in!<br /></p><p><br /></p><p>The two modules are the Animated Main Menu Via Twillex module, or Twillex Module for short, drafted up by our fantastic Az. The other I hacked together quickly to show off the idea of a 3d menu background for the main menu.<br /></p><p><br /></p><p>The second one is still kinda WIP, so it probably breaks in some ways, but it should at least be enough to get the ideas flowing on that end.<br /></p><p><br /></p><p>You'll recognize these from the recent post in my workblog, showing off how easy it can be to drop in modules and go if they're set up for it. If you hadn't spotted it, here was the video again:<br /></p><p>13YdeyYshfM <br /></p><p><br /></p><p>I'd encourage everyone to mess around with creating modules and if you've got any ideas for what would make good modules, or make one while testing stuff out, feel free to toss it in here, or make a resource thread about it.<br /></p><p><br /></p><p>I'll be making more modules to test out various things, such as modules that also have an associated custom editor or other neat tidbits to test/RnD various things, so expect those to show up here as well!</p><p><a href="https://torque3d.org/applications/core/interface/file/attachment.php?id=88" data-fileid="88" data-fileext="zip" rel="">MainMenu3D.zip</a></p><p><a href="https://torque3d.org/applications/core/interface/file/attachment.php?id=89" data-fileid="89" data-fileext="zip" rel="">twillexModule.zip</a></p>]]></description><guid isPermaLink="false">903</guid><pubDate>Sun, 05 Mar 2017 09:36:58 +0000</pubDate></item><item><title>[Gajatix] Medieval Fantasy Warhammer Collection Released!</title><link>https://torque3d.org/forums/topic/884-gajatix-medieval-fantasy-warhammer-collection-released/</link><description><![CDATA[<p>Our first collection of Medieval Fantasy weaponry has just been released! <br /></p><p><br /></p><p>This Model Pack contains 5 Fantasy Warhammers to crush your enemies! Along with PBR textures (Albedo, Normal, Roughness, Metalness &amp; Ambient Occlusion) these will make your character a force to be reckoned with!<br /></p><p><br /></p><p>[store] <a href="http://store.gajatix.com/index.php?route=product/product&amp;path=25&amp;product_id=123" rel="external nofollow">http://store.gajatix.com/index.php?route=product/product&amp;path=25&amp;product_id=123</a><br /></p><p>[CGTrader] <a href="https://www.cgtrader.com/3d-models/military/melee/medieval-warhammer-collection-01" rel="external nofollow">https://www.cgtrader.com/3d-models/military/melee/medieval-warhammer-collection-01</a><br /></p><p>[Turbosquid] <a href="https://www.turbosquid.com/3d-models/fantasy-warhammers-3d-3ds/1119660?referal=gajatix" rel="external nofollow">https://www.turbosquid.com/3d-models/fantasy-warhammers-3d-3ds/1119660?referal=gajatix</a><br /></p><p><br /></p><p><img alt="Cover.png" data-src="https://s30.postimg.org/6x83gzs29/Cover.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="Thumnb.png" data-src="https://s28.postimg.org/3lpyszo5p/Thumnb.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="Thumb.png" data-src="https://s29.postimg.org/65mijhsaf/Thumb.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="Thumb.png" data-src="https://s23.postimg.org/6rpmt8m0b/Thumb.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="Thumb.png" data-src="https://s30.postimg.org/448x9dm0h/Thumb.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="Thumb.png" data-src="https://s23.postimg.org/rcns363cb/Thumb.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">884</guid><pubDate>Mon, 06 Feb 2017 20:34:33 +0000</pubDate></item><item><title>'Future fighterjet' for T3D</title><link>https://torque3d.org/forums/topic/882-future-fighterjet-for-t3d/</link><description><![CDATA[<p><img alt="tO68V.png" data-src="https://puu.sh/tO68V.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><br /></p><p>Here's the 'Future Fighterjet 2.0' from OpenGameArt, setup by yours truly to work with Torque3d. Has the nodes from the flyingVehicle class so you can mount players, weapons and particle effects. Includes team skins, advanced textures and debris models.<br /></p><p><br /></p><p>OpenGameArt link: <a href="http://opengameart.org/content/future-fighterjet-for-torque3d" rel="external nofollow">http://opengameart.org/content/future-fighterjet-for-torque3d</a></p>]]></description><guid isPermaLink="false">882</guid><pubDate>Sat, 04 Feb 2017 15:40:58 +0000</pubDate></item><item><title>[3dFoin] New Fairy, New Year Sale, 90% OFF limited deals</title><link>https://torque3d.org/forums/topic/865-3dfoin-new-fairy-new-year-sale-90-off-limited-deals/</link><description><![CDATA[<p>Happy New Year everyone :D It's 2017 and we are summoning the annual Lucky Pack!<br /></p><p><br /></p><p><span>http://3dfoin.com/images/2014luckypack.jpg</span><br /></p><p><br /></p><p>Lucky Pack contains all of our 3D models: Dark Knight, Female Warrior, Male Peasant, Female Peasant, Krasue, Dragon, Short Goblin, Goblin Assassin, Basilisk, Statue Pack, The Baby, Hydra, Fantasy Snake, Saber Tooth, T.Rex, Dragon Bat, Dragon Bug, Royal Knight, Eric The Shooter, Gargoyle, Elongata, Watcher, Dragon Worm, Triceratops, Royal Sorceress, Genie, The Girl, Mushroom Monster, Royal Archer, Sould Eater, Wyvern, The Chick, Badass Spider, Dragon Turtle, Royal Executioner, Manticore, Action Hero, Mermaid, Devil Cat, Fantasy Lizard, Female Royal Knight, Female Ninja, Centaur, Orthos, Raptor, Strong Zombie, Royal Wizard, Fire Bringer Statue, Dragon Boss, Modern Wizard, Ogre, Female Centaur, Ancient God Statue, Animated Hand Statue, Unicorn and the new Fairy plus Fantasy Interface Pack <b><strong>(total $1008) and the price is $99 only!!!</strong></b> (for more than 40GB of textures and models), <b><strong>you save $909 (90%)</strong></b>!!! <br /></p><p><br /></p><p>Which means it's likely 2.4 dollars for each of our high quality game-ready model.<br /></p><p><br /></p><p><b><strong>But not just that, you will get 2017 3dFoin Membership, which mean you can download all the models that come out in 2017 also. Amazing right? XD</strong></b><br /></p><p><br /></p><p>This pack appears randomly once a year so you don't know when you can expect it. <b><strong>It can only be purchased 5 times</strong></b>, so only 5 persons can buy all of our high quality models with such an incredible price, after that, the pack will vanish. That's why we call it the Lucky Pack. ^^<br /></p><p><br /></p><p>Are you right on time or are you too late? You can try your fortune at:<br /></p><p><br /></p><p><a href="http://3dfoin.com/luckypack.html" rel="external nofollow">http://3dfoin.com/luckypack.html</a><br /></p><p><br /></p><p>Good luck! :D<br /></p><p><br /></p><p>BTW we have a new model also it's the Fairy:<br /></p><p><br /></p><p><span>http://3dfoin.com/images/fry01.jpg</span><br /></p><p><br /></p><p><span>http://3dfoin.com/images/fry02.jpg</span><br /></p><p><br /></p><p>Animations:<br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/_NYMzUO0FjE?feature=oembed"></iframe></div></div><br /><p><br /></p><p><a href="http://3dfoin.com/luckypack.html" rel="external nofollow">http://3dfoin.com/luckypack.html</a></p>]]></description><guid isPermaLink="false">865</guid><pubDate>Tue, 17 Jan 2017 19:13:26 +0000</pubDate></item><item><title>[Gajatix] Old Portal Released!</title><link>https://torque3d.org/forums/topic/863-gajatix-old-portal-released/</link><description><![CDATA[<p>This Model Pack contains 2 Variations of the Old Portal, one high poly and one low poly. Along with PBR textures (Albedo, Normal, Roughness, Metalness &amp; emissive) this bridge will allow your environments to become even more beautiful and realistic!<br /></p><p><br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/KYYtqyFu2yg?feature=oembed"></iframe></div></div><br /><p><br /></p><p><span>http://i68.tinypic.com/2gtymgm.png</span><br /></p><p><span>http://i67.tinypic.com/2pycgp0.png</span><br /></p><p><span>http://i63.tinypic.com/mvssvn.png</span><br /></p><p><span>http://i67.tinypic.com/29l0kr9.png</span><br /></p><p><br /></p><p>[store] <a href="http://store.gajatix.com/index.php?route=product/product&amp;path=29_60&amp;product_id=84" rel="external nofollow">http://store.gajatix.com/index.php?route=product/product&amp;path=29_60&amp;product_id=84</a><br /></p><p>[CGTrader] <a href="https://www.cgtrader.com/3d-models/architectural-exterior/industrial/old-portal" rel="external nofollow">https://www.cgtrader.com/3d-models/architectural-exterior/industrial/old-portal</a><br /></p><p>[Turbosquid] <a href="http://www.turbosquid.com/3d-models/old-portal-3d-model/1113128?referral=gajatix" rel="external nofollow">http://www.turbosquid.com/3d-models/old-portal-3d-model/1113128?referral=gajatix</a></p>]]></description><guid isPermaLink="false">863</guid><pubDate>Sun, 15 Jan 2017 14:07:45 +0000</pubDate></item><item><title>[Gajatix] Modular Medieval Stone Bridge Released</title><link>https://torque3d.org/forums/topic/855-gajatix-modular-medieval-stone-bridge-released/</link><description><![CDATA[<p>This Model Pack contains 12 Meshes which can be arranged and slotted together in an infinite number of ways to create bridges of all varieties! It also includes a prebuilt sample bridge along with 2 LOD levels! Along with PBR textures (Albedo, Normal, Roughness, Metalness &amp; Alpha Mask) this bridge will allow your environments to become even more beautiful and realistic!<br /></p><p><br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe width="200" height="113" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/J-SBDIJQ-l4?feature=oembed"></iframe></div></div><br /><p><br /></p><p><span>http://i63.tinypic.com/6ftn6g.png</span><br /></p><p><span>http://i66.tinypic.com/8zpxc6.png</span><br /></p><p><span>http://i64.tinypic.com/ncy5fo.png</span><br /></p><p><span>http://i65.tinypic.com/op44lx.png</span><br /></p><p><br /></p><p>[store] <a href="http://store.gajatix.com/index.php?route=product/product&amp;path=29_60&amp;product_id=111" rel="external nofollow">http://store.gajatix.com/index.php?route=product/product&amp;path=29_60&amp;product_id=111</a><br /></p><p>[CGTrader] <a href="https://www.cgtrader.com/3d-models/architectural-exterior/landscape/medieval-stone-bridge-modular" rel="external nofollow">https://www.cgtrader.com/3d-models/architectural-exterior/landscape/medieval-stone-bridge-modular</a><br /></p><p>[Turbosquid] <a href="http://www.turbosquid.com/3d-models/3d-bridges-flag-model/1111398?referal=gajatix" rel="external nofollow">http://www.turbosquid.com/3d-models/3d-bridges-flag-model/1111398?referal=gajatix</a></p>]]></description><guid isPermaLink="false">855</guid><pubDate>Fri, 13 Jan 2017 13:40:34 +0000</pubDate></item></channel></rss>
